Where can I find third-party components for the Android? Components such as dials, meters, graphics of volume controls LED's, etc?
What Macarse said: There's no one-stop shop for that. However, code.google.com has a bunch of good projects (http://code.google.com/hosting/search?q=label:Android), and then of course you can just Google for stuff.
What you should do is figure out what you actually need, and google for those things specifically. So if you need a dial component, just google for "android dial component" or something similar.
There is no such place.
You should use Google to get some of those.
See The Android Arsenal- A categorized directory of free libraries and tools for Android
Contains ~1000 libraries and ~90 sample projects.
Related
I found this Image on the web and want to use a such list in android. Do you have an idea where I can find a such List in Android Studio?
There are certain lists that others have provided as free source code to be used within your applications. What you have discovered is not a built-in feature of Android (the IDE has not relevance on this).
You can however find resources to use a wheel such as those. One of which used in the past has been from the android-wheel code. Most will demonstrate examples and provide useful tips on going forward with implementation. But you can find others if you look hard enough.
My Situation
I want to build an Application that can recognize an Image to produce a corresponding model.
i.e. I focus the camera to show a printed image on the card that is designed by myself ( apple logo ) , then it will show a 3D model(.md2) on the screen which is also designed by myself.
I have googled many framework that worked on both Android & iOS, but the documentations are very limited and the trial version does not support me to test it.
for example,
http://www.metaio.com/sdk/
But their demo is not comprehensive enough to suite my situation
My Question
1.Would anyone can share their experience of developing with AR framework (not the AR core) on Android & iOS?
2.Is there any framework that support me to add a image as a key then it will map to my model with just a couples line of codes?
3.if Q2 is not possible, is there any approaches of some framework can also archive the some goal but more complex ?
//Logic flow
String key = "APPLE";
sdk.putKeyImage(key,apple.png);
...
if (sdk.identifiedAs(key)){
//Do something
//Example
sdk.showApple3DModel();
play(showSnakeEatApple.mp4);
}
I'm an android app developer. So according to my experince for android, you can go for
Vuforia (https://developer.vuforia.com/resources/sdk/android)
Wikitude (http://www.wikitude.com/developer/documentation/android)
These above 2 are enough good to implement AR app in android.
Vuforia is having well documented, also they have more libraries & mainly those are free. & Wikitude is best for making apps faster. I recommend you to use any of these for your AR app development in android.
I guess you should compare several AR frameworks to find a proper solution for your problem. Many different AR tools come to my mind. For example, Vuforia, LayAR, Kudan AR. To take a deeper look at the variety of possible options read the comprehensive comparison of the most popular frameworks: http://cases.azoft.com/top-5-tools-creating-augmented-reality-apps/
yes i did work on it not much but little bit i did research on augmented reality and after research i found one open source and cross platform well known sdk its name is
VUFORIA SDK
there are various SDK you find on google but trust me VUFORIA is best and flexible who gives lots of option
for that you need to install NDK in eclipse cause it have core cpp code who compile by NDK in eclipse
video tutorial click here
sdk and documentation click here
steps click here
hope it will be helpful for you thank you happy coding
Should I publish the Android and iOS versions of my app under the same package name, or is there some benefit in using different package names?
i.e. should I use com.mycompany.myapp for the Android and iOS versions of my app, or should I separate them as com.mycompany.myapp.ios and com.mycompany.myapp.android?
I can't think of any technical reason right now to use separate packages, but as this would be horrendous to change later I'm tempted to use different packages.
I agree with the other answers that it's entirely your own choice, but I will also go against the other answers and state that, personally, I feel it's unnecessary to use specific ios and android packages/namespaces.
Both platforms have their own ideologies and structures and I generally play to them when it comes to naming classes and packages/namespaces.
Take these examples:
Android:
com.company.app;
com.company.app.listeners;
com.company.app.adapters
com.company.app.ui;
iOS
com.company.app;
com.company.delegates;
com.company.ui;
It's simple, neat and easy to follow. Obviously there are crossovers and there can always be a bit of confusion ... but the languages and IDEs themselves are different enough to keep your head in the game.
So, as stated; personal choice.
It's arbitrary. But personally I would use different packages:
com.mycompany.android.myapp
com.mycompany.ios.myapp
Agreed. In Android itself, you should use the same package name for the app and for its classes (wherever possible), but don't use the same package across iOS and Android. It's not a technical limitation, it's just that it will help you avoid dumb mistakes.
There is no technical requirements to use same bundle/package name. A good practice is stick to iOS/Android recommendations
I have downloaded Android 4.0.1_r1 source code to my local system. I'm working to understand building own custom Android ROM and modify it according to my requirements.
I went through a number of web based tutorials on how to build custom ROMs for Android and I am clear with the overall process. What I'm essentially looking for is a well defined structured way of removing packages that are downloaded along with the source code but not needed for my own version of the build.
Additionally, it would be helpful if someone can provide me links pointing to building android source (guides,books or tutorials) as most of the available resources are based on creating Android APPs using Android SDK and the application framework. Its difficult to find any decent indepth tutorial explaining the entire architecture , source tree and different build guidelines for platform level developers.
This is a good book, but it's not officially out yet (you can get the first few chapters only).
There is no real documentation, but if you hang out with CyanogenMod forums/IRC long enough you can get some insights. You can also ask questions on the official Google Groups, android-porting and android-platform should be helpful. Reading XDA can be helpful too, if you can filter out all the noise.
Generally, the whole thing is quite complicated, and there are parts that are device specific. The only thing that you can remove more or less safely without modifying things (much) are the bundled user-level apps (Calculator, etc). Even some of those may provide some system-level services, so you should watch out.
In short, buy the book, read the groups and ask more specific questions, like 'how do I modify X in order to do Y. I tried Z and it didn't quite work.
In addition to the answer, this is the closest I got to find a suitable information for modifying packages in the source code before building. It also has a decent information for memory optimization.
http://processors.wiki.ti.com/index.php/TI-Android-ICS-MemoryOptimization
For removing packages please refer to the section
Run Time-Volatile Memory Customization
subsection - Customizing Android Product Package
The article pertains to Froyo , but the concepts are pretty much the same Android 4 ICS.
I have added this for anyone seeking reference material on the same.
I'm quite the beginner to programming in general (and esp. Java!), so I'm having trouble figuring out how to interact with the unofficial Android API library, shown here:
http://code.google.com/p/android-market-api/
One of the snippets of example code say "see AppsResponse class definition for more info". However, how am I supposed to do this? There are two .jars provided, one of which corresponds to the Android Market API. Upon extraction with WinRAR (I'm on Windows, by the way), I go in a few folders deep and find a bunch of .class files. How do I open this to read, and figure out how to interact with the API? Thanks!
You can just look at it from the source?
http://code.google.com/p/android-market-api/source/browse/trunk/AndroidMarketApi/src/com/gc/android/market/api/model/Market.java